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Challenging my high-lvl group (NPCs and monsters; my players shouldn't read this!)
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<blockquote data-quote="Spatzimaus" data-source="post: 2858800" data-attributes="member: 3051"><p>I wouldn't call it a "weakness" at all, even if it is going to give you a headache or three in the near future. I've played with DMs who tried to create the entire world mythology and geography before the campaign starts, and inevitably they railroad the players just so that they can show off the content they spent all that time on. Also, this sort of vagueness fits a narrative style well, since the details off all those other places and gods would be a bit fuzzy to the protagonists due to lack of exposure.</p><p></p><p></p><p></p><p>And that's where WE come in! It's ironic; the fact that your campaign is coming to a close is the perfect opportunity to start creating all sorts of extra material, simply because you don't have to worry about the players ever going to those places or interacting with those gods. You can throw in TONS of material "inspired" by other people's campaigns, and it'd only really matter if someone decided to start a new campaign in your world.</p><p></p><p>(Hint: publish a Spira Sourcebook!)</p><p></p><p></p><p></p><p>I was thinking about that, after the previous post, and came to the same conclusion. The logic's simple:</p><p>> There are a multitude of Primes.</p><p>> Abbath, Aedrae, and Trea came to this one and made it their home. They and their children draw their power from their followers here. While these gods themselves live on aligned planes, many of them are tied to a single Prime where they're much, much stronger.</p><p>> But then there are also a few "universal" ones, like Moradin, that don't limit themselves to one Prime. Moradin has followers pretty much anywhere there are Dwarves, which gives him a LOT of power; the flip side is that he can't directly affect things on this Prime nearly as much as someone like Aeos can, and that sort of direct action tends to make converts quickly, which could explain why gods like Aeos have so much local power.</p><p></p><p>The other option is to treat those non-human deities as simply aspects of the established pantheon; equate Aeos to Moradin, Yondalla to Galanna, etc., but this would cause a LOT of problems.</p><p></p><p></p><p></p><p>Well, the typical Real World solution for that isn't to invite everyone with power, it's to invite a single powerful representative from each category, someone that the rest of his contemporaries accepts as trustworthy. Convince the Aedraean Pope that the worms are real, and let HIM convince the other religions; his chances of being believed are far better than those of an abrasive ex-village priest. Likewise, Ioun has a better chance of convincing mage guilds than a half-insane halfling, and the king of Gaunt could handle politicos better than anyone other than Nolin...</p><p></p><p>This has the advantage of keeping the discussion small without offending anyone for being left out, although it does tend to make everything take twice as long. The big headache becomes if there are people who'd still be convinced the representative is lying to further his own agenda, but those people would cause you problems either way. One solution there is to invite two or three within each category, making sure they're from conflicting groups. For the religious types, for instance, you'd invite some evil deity's representative (Soder!), under the assumption that any religious types will listen to at least ONE of the people invited, and if both sides can be convinced then it must be true. Likewise, if you invite the king of Gaunt, make sure to invite his traditional rival at the same time.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 2858800, member: 3051"] I wouldn't call it a "weakness" at all, even if it is going to give you a headache or three in the near future. I've played with DMs who tried to create the entire world mythology and geography before the campaign starts, and inevitably they railroad the players just so that they can show off the content they spent all that time on. Also, this sort of vagueness fits a narrative style well, since the details off all those other places and gods would be a bit fuzzy to the protagonists due to lack of exposure. And that's where WE come in! It's ironic; the fact that your campaign is coming to a close is the perfect opportunity to start creating all sorts of extra material, simply because you don't have to worry about the players ever going to those places or interacting with those gods. You can throw in TONS of material "inspired" by other people's campaigns, and it'd only really matter if someone decided to start a new campaign in your world. (Hint: publish a Spira Sourcebook!) I was thinking about that, after the previous post, and came to the same conclusion. The logic's simple: > There are a multitude of Primes. > Abbath, Aedrae, and Trea came to this one and made it their home. They and their children draw their power from their followers here. While these gods themselves live on aligned planes, many of them are tied to a single Prime where they're much, much stronger. > But then there are also a few "universal" ones, like Moradin, that don't limit themselves to one Prime. Moradin has followers pretty much anywhere there are Dwarves, which gives him a LOT of power; the flip side is that he can't directly affect things on this Prime nearly as much as someone like Aeos can, and that sort of direct action tends to make converts quickly, which could explain why gods like Aeos have so much local power. The other option is to treat those non-human deities as simply aspects of the established pantheon; equate Aeos to Moradin, Yondalla to Galanna, etc., but this would cause a LOT of problems. Well, the typical Real World solution for that isn't to invite everyone with power, it's to invite a single powerful representative from each category, someone that the rest of his contemporaries accepts as trustworthy. Convince the Aedraean Pope that the worms are real, and let HIM convince the other religions; his chances of being believed are far better than those of an abrasive ex-village priest. Likewise, Ioun has a better chance of convincing mage guilds than a half-insane halfling, and the king of Gaunt could handle politicos better than anyone other than Nolin... This has the advantage of keeping the discussion small without offending anyone for being left out, although it does tend to make everything take twice as long. The big headache becomes if there are people who'd still be convinced the representative is lying to further his own agenda, but those people would cause you problems either way. One solution there is to invite two or three within each category, making sure they're from conflicting groups. For the religious types, for instance, you'd invite some evil deity's representative (Soder!), under the assumption that any religious types will listen to at least ONE of the people invited, and if both sides can be convinced then it must be true. Likewise, if you invite the king of Gaunt, make sure to invite his traditional rival at the same time. [/QUOTE]
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